/Engine/Plugins/Experimental/WaveFunctionCollapse/Source/WaveFunctionCollapse/Public/WaveFunctionCollapseBPLibrary.h
Derive constraints from a given layout of actors and append them to a model
[UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="WaveFunctionCollapse") static void DeriveModelFromActors ( const [TArray](API\Runtime\Core\Containers\TArray)< [AActor](API\Runtime\Engine\GameFramework\AActor) * > & Actors, [UWaveFunctionCollapseModel](API\Plugins\WaveFunctionCollapse\UWaveFunctionCollapseModel) * WFCModel, float TileSize, bool bIsBorderEmptyOption, bool bIsMinZFloorOption, bool bUseUniformWeightDistribution, bool bAutoDeriveZAxisRotationConstraints, const [TArray](API\Runtime\Core\Containers\TArray)< [FSoftObjectPath](API\Runtime\CoreUObject\UObject\FSoftObjectPath) > & SpawnExclusionAssets, const [TArray](API\Runtime\Core\Containers\TArray)< [FSoftObjectPath](API\Runtime\CoreUObject\UObject\FSoftObjectPath) > & IgnoreRotationAssets )